Player of [BehaviorTree] resources. [BTPlayer] node is used to instantiate and play [BehaviorTree] resources at runtime. During initialization, the behavior tree instance is given references to the agent, the [member blackboard], and the current scene root. The agent can be specified by the [member agent_node] property (defaults to the BTPlayer's parent node). For an introduction to behavior trees, see [BehaviorTree]. Returns the behavior tree instance. Resets the behavior tree's execution. Each running task will be aborted and the next tree execution will start anew. This method does not reset [Blackboard]. Sets the [BTInstance] to play. This method is useful when you want to switch to a different behavior tree instance at runtime. See also [member BehaviorTree.instantiate]. Executes the root task of the behavior tree instance if [member active] is [code]true[/code]. Call this method when [member update_mode] is set to [constant MANUAL]. When [member update_mode] is not [constant MANUAL], the [method update] will be called automatically. See [enum UpdateMode]. If [code]true[/code], the behavior tree will be executed during update. Path to the node that will be used as the agent. Setting it after instantiation will have no effect. [BehaviorTree] resource to instantiate and execute at runtime. Holds data shared by the behavior tree tasks. See [Blackboard]. Stores and manages variables that will be used in constructing new [Blackboard] instances. If [code]true[/code], adds a performance monitor to "Debugger->Monitors" for each instance of this [BTPlayer] node. Determines when the behavior tree is executed. See [enum UpdateMode]. Emitted when the behavior tree has finished executing and returned [code]SUCCESS[/code] or [code]FAILURE[/code]. Argument [param status] holds the status returned by the behavior tree. See [enum BT.Status]. Emitted when BTPlayer has finished the behavior tree update. Argument [param status] holds the status returned by the behavior tree. See [enum BT.Status]. Execute behavior tree during the idle process. Execute behavior tree during the physics process. Behavior tree is executed manually by calling [method update].